Maths Quiz. Make your own Mental Maths Game

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1 Maths Quiz. Make your own Mental Maths Game

2

3 3 IS THE MAGIC NUMBER! Pick a number Any Number! No matter what number you start with, the answer will always be 3. Let s put it to the test!

4 The River Crossing Puzzle

5 What s the correct order? You have been given a set of statements to solve the river crossing puzzle Can you re-arrange the statements into an order that solves puzzle? Be careful: there may be some extra statements that you don t need

6 Solving the River Crossing Puzzle Farmer takes Goat across (leaving Wolf and Cabbage behind) Farmer returns alone Farmer takes Wolf across Farmer returns with Goat * We now have the Farmer, the Cabbage and the Goat on one side and the Wolf on the other side Farmer takes Cabbage across Farmer returns alone Farmer takes Goat across

7 Puzzling Algorithms The solution to the river crossing puzzle was a set of instructions A series of instructions is known as an algorithm

8 The River Crossing Puzzle Algorithm There are essentially 2 instructions that are repeated with different things 1. Farmer takes x across Farmer takes Goat across Farmer returns alone Farmer takes Wolf across Farmer returns with Goat Farmer takes Cabbage across Farmer returns alone Farmer takes Goat across 2. Farmer returns x

9 Change the puzzle Farmer takes X across Farmer returns alone Farmer takes Y across Farmer returns with X Farmer takes Z across Farmer returns alone Farmer takes X across

10 Change the puzzle We can replace the Goat, Cabbage and Wolf with different things But keep the same instructions i.e. Lion, Antelope, Grass

11 Try it yourself! Use your instructions and change the animals Try your puzzles out on your friends Do they still work?

12 Algorithms & Variables By solving the puzzle, you ve just been working with ALGORITHMS By replacing and changing the characters in the puzzle you ve just experienced working with something known as VARIABLES

13 So, what is a variable? A variable is a piece of information that changes. In our River Crossing Puzzle the Wolf, Goat and Cabbage became variables that we could change.

14 What is a Variable? Click to play BBC Video

15 What is a variable Okay, I have a box in front of me It can only contain one piece of information at a time The information has to be a whole number e.g. like someone s age

16 Volunteers needed! 1. Think of a number between Write it on the slip of paper 3. Put it inside the box

17 Random Numbers Your brain was just generating random numbers! Between a minimum (lower limit) of 1 and a maximum (upper limit) of 100

18 Let s Create a Quiz Game We are going to create a quiz that works on the following rules 1. An addition problem appears on screen 2. You enter your result 3. If your answer is correct your score increases 4. If your answer is incorrect, the game ends 5. The user with the highest score, wins

19 Let s Play Play the game Try it against your friends Who had the highest score?

20 Can you figure it out? Using the worksheet Can you figure it out try to establish how the game works What are the key parts of the game? What type of instructions have been used? How could you improve the game further?

21 The Maths Quiz as a diagram Ask user to enter name Welcome user Number A variable = random number Number B variable = random number Number A + Number B = Answer Display sum User enters answer Add 1 to score yes Is answer correct? The diagram shows how the maths quiz works. However, it is missing one key part of the program. Can you work out what it is? no Game over

22 The Maths Quiz as a diagram Ask user to enter name Welcome user Number A variable = random number Number B variable = random number Add 1 to score The countdown timer was missing! Can you reproduce this diagram and add boxes to show how the countdown timer will work Number A + Number B = Answer Display sum yes Is answer correct? no Game over User enters answer

23 Ask user to enter name Welcome user Set timer to 120 Change timer by -1 The Maths Quiz as a diagram This is one way we can include the countdown timer in our program Timer = 0? yes no Number A variable = random number Number B variable = random number Add 1 to score Is answer correct? yes no Game over Number A + Number B = Answer User enters answer Display sum

24 Ask user to enter name The Maths Quiz as a diagram Welcome user Set timer to 120 Change timer by -1 Timer = 0? yes no Number A variable = random number Number B variable = random number Add 1 to score Is answer correct? yes no Game over Number A + Number B = Answer User enters answer Display sum

25 BUILDING OUR SKILLS Creating our Quiz

26 The screen where you can see what happens when you play your game is called the STAGE. The SCRIPT BANK is where the types of instructions are stored. The SPRITES are where you store and select the STAGE and COSTUMES. The SCRIPT BLOCKS are where the SCRIPTS AREA is where you instructions of what your SPRITES can put your instructions. do!

27 Script Bank, the Library

28 Guess which Library I am in

29 Which Library am I in?

30 Creating the Quiz Refer to your flowchart for an explanation of how the quiz works. Use the skills that you have developed so far to create your quiz. Refer to the help videos if you get stuck

31 Remember the rules 1. An addition problem appears on screen 2. You enter your result 3. If your answer is correct your score increases 4. If your answer is incorrect, the game ends 5. The user with the highest score, wins

32 So, you think you ve finished? In your groups of 4: Swop machines and play each others games Is the game working? Test to see if there are bugs in the program Support your group members to help them fix the bugs that you find. Try to make sure that everyone in your group has a working quiz.

33 Making changes = making it better Working in your groups again, look at your games and your original plans and diagrams Discuss the different ways you can improve/change your quiz Try to think of which code blocks you would use and how in order to make it happen Would you need to create any more sprites?

34 Time to feedback In groups, summarise what you are going to feedback to the class and nominate a spokesperson You should mention: Testing results problems that you discussed and fixed as a group Modifications that you discussed Changes that you made how and why

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